Hexer (3.5e Class)

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Hexers are casters of primal spells something like witch-doctors or Hoodoo shamans who do hidden rituals and cast their spells from the safety of a distance. They use their power to torment, weaken or even induce bad luck upon their enemies. Contrary to popular belief not all hexers are evil, though a great many of them are, and may indeed use their powers for the good of others. Hexers of good alignment often use suggestion spells and other means to weaken the resolves of those who would seek to do evil. However certain stereotypes do have a basis in reality as some hexers do make Hoodoo dolls and jab them with pins and knives to hurt or even kill their victems. Hexers often work well with others, particularly combat oriented players, because of their ability to hinder their enemies while others do the fighting or because they can often use their abilities to coerce NPCs in ways that most others cannot.

Once per encounter the hexer may cast a curse with extraordinary power. This ability causes all numeric variables such as damage, number of targets, area etc. to have maximum effect (10 instead of 1d10 or 18 instead of 3d6). Additionally the spell's save DC increases by 10.

Power Curse II

Once per day the hexer may cast a curse with overwhelming power. This causes all numeric variables of the spell to be double their maximum (20 instead of 1d10 or 72 instead of 6d6). Additionally the spell's save DC increases by 15.

Spells/Curses

The hexer's spells known and per day are based on his charisma modifier. Hexers may only cast spells if their charisma is greater than or equal to 10 plus the spell's level. Curses are treated exactly the same as arcane spells.